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Forgotten Memories: Alternate Realities is already out on iOS. However, it’s still slated for a couple of platforms including Wii U.

Speaking with Siliconera, producer and art director Wilfried Marcadet explained what this version of Forgotten Memories will offer:

That’s the idea, we are improving graphics on consoles and they will probably get some extra content. Vita and Wii U already support physical buttons and touch controls (simultaneously).

There’s still no specific release date for Forgotten Memories on Wii U. For now, check out the game’s original launch trailer below.

Nintendo Life just put up an interview with BoxBoy! director Yasuhiro Mukae. Among the topics covered include the game’s conception, multiplayer, and more.

We’ve picked out a few excerpts from the interview below. You can read up on the full Q&A here.

USgamer has a new interview up with Splatoon producer Hisashi Nogami. Nogami commented on various topics, ranging from the game’s origins to the type of player Splatoon is aimed at. Additionally, he was asked about how he thinks players will communicate given that voice chat is not included.

You can find a few excerpts from the interview below. The full transcript is located here.

Mega Flygon is something that could have existed… had it not been for artist’s block.

That nugget of information was shared in the latest issue of Nintendo Dream, which features an interview with Game Freak’s Ken Sugimori, Shigeru Ohmori (Omega Ruby/Alpha Sapphire director), Shigeki Morimoto (game developer), and Kazumasa Iwao (Omega Ruby/Alpha Sapphire map designer).

Sugimori’s specifically shared the following:

Sugimori: For Aarune, he needed to have a Pokemon that could use the moves Fly and Secret Power, which are perfect moves for finding Secret Bases. And the only Hoenn Pokemon that wasn’t used by a key character that fit that criteria was Flygon. It does not Mega Evolve, but I really like Flygon.

Interviewer: Key characters often carry a Pokemon that can Mega Evolve, but Flygon is an exception, right?

Sugimori: Flygon has had the potential to have a Mega Evolution since XY, but we were unable to complete a design and so it was dropped from consideration.

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After Splatoon launches, Nintendo will continue supporting the game with additional content. Producer Hisashi Nogami teased upcoming plans while speaking with GamesRadar, and noted that the team hopes Splatoon “will become a franchise that Nintendo can be proud of.”

Below are Nogami’s full words:

We can’t go into a lot of detail on that today, but we do have some plans to follow up with content to keep interest in the game post-launch. We on the development team are thinking of the launch as a first step of sorts. We hope to add to that in terms of content, and even to the degree that we’re hoping that this will become a franchise that Nintendo can be proud of.

Mario Kart 8 received a ton of DLC after launch, and now we’re starting to see the same thing with Smash Bros. for Wii U/3DS. Might Splatoon be next?

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USGamer put up a massive piece that recounts the history of Inti Creates. There are plenty of quotes mixed in from Takuya Aizu, the company’s president.

One of the more interesting topics concerns Mega Man Zero. Aizu first explains how Inti Creates originally wanted to kill off X, but Capcom intervened.

The main concept that we wanted to explore was Zero killing X. We wanted to come up with something really sensational. There was something about Mega Man Zero at first that we felt wasn’t quite right — it wasn’t true to our idea of the character. So we tried to resolve that by coming up with this dramatic concept.

Within the team, there was no resistance at all. In fact, right up until we went to master the game, the plot played out with Zero defeating X. However, Capcom as a company… it didn’t serve well for the company to have a series in which X is the hero and then another title where that same hero gets killed off. And so because of that, at the very, very, very end, like right before we sent the game to be manufactured, we had to change it so that the X that Zero kills was actually a copy. We didn’t have time to change the game play, though, so just the story changed slightly.

GamesRadar was recently given an opportunity to speak with Hisashi Nogami, producer of Splatoon. During the chat, Nogami spoke about how the team wanted “to not get too caught up in Nintendo’s already existing franchises”.

He said:

“We went through a period of creating lots of prototypes. We didn’t want a franchise-based game, so we made a bunch of prototypes and one of those prototypes happened to be the game that became Splatoon. The idea was ‘something fun, something new, something different,’ not ‘a shooter.'”

Nogami also spoke about how playing other games has some impact when creating new titles:

“The development team is made up of people who play games a lot, and among them are people who play shooting games a lot, including Mr. [Yusuke] Amano, one of the game’s directors, who I’ve heard has spent his college years playing Perfect Dark. As game designers who play games, you can’t really help observing things you like and don’t like, and having those have some degree of influence on your thinking. The best way to express this is that it forms a base of thought that you bring into game development, but it doesn’t directly influence the game development.”

This month’s issue of EDGE has an extensive feature about Splatoon. Naturally, a great deal of the piece focuses on the Wii U game, but the magazine was also able to ask Nintendo EAD general manager Katsuya Eguchi an off-hand question as well.

Discussing how Nintendo’s approach to HD development has evolved over the course of working with Wii U, Eguchi said:

“As you say, HD development tends to need a lot more people due to the higher standards required. The question of how to secure the necessary programmers and designers is one common to all companies in the industry, and everyone has to find ways of dealing with it. For example, if you increase the number of staff, there will be a greater difference in skill levels between them, which makes managing quality control extremely important.

“However, what’s really critical is making sure that this increased number of staff aren’t doing any unnecessary work. It hurts to imagine just how many people’s work would be wasted if we had to redo something. Being able to judge what needs to be done is the key to making sure that people and time are not wasted. This applies not only to decisions about specific features after development has started, but also to the starting point itself – what kind of new game to make, for example. That is critical, and getting it wrong runs the risk of the whole project amounting to nothing.

“It’s normal that, when a company decides what to start developing, the opinions of the people at the top of the organisation are given the most weight. It makes sense because the people in those roles have had a lot of experience and success stories. However, Nintendo is an entertainment company, and good ideas for entertainment can come from anywhere… Young people are also more sensitive to new trends, developments and technologies that are appearing. We are trying to use the opinions of this younger generation even at the start of a project.”

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Thus far, we’ve seen Bravely Default and Bravely Second. There’s no question that the series will continue, and producer Tomoya Asano is already thinking about a third entry.

Speaking with Famitsu this week, Asano said:

“I don’t know what to say about that at this time [with Bravely Second releasing soon] but I already have some ideas for Bravely Third in my head. If Bravely Second sells well, I plan on presenting plans for it right away. Thank you for your continued support.”

Angry Video Game Nerd Adventures finally came to Wii U earlier this month after a considerably long wait. The 3DS version hasn’t launched yet, but that should be changing soon.

FreakZone’s Sam Beddoes has confirmed that Angry Video Game Nerd Adventures is finished and is currently going through the approval process.

He said:

The 3DS version has stereoscopic 3D, as well as some dual screen features, similar to the GamePad features on the Wii U. It’s all done and going through Nintendo’s approval process.

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